Super Smash Bros. Ultimate

Sephiroth (SSBU)/Neutral aerial: Difference between revisions

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(→‎Overview: Grammar, fragments, redundancy; also, the OOS utility in both its strengths and weaknesses felt contradictory. Staling part felt overstated since aerial shieldstun doesn’t change that much)
Tag: Mobile edit
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Sephiroth snaps his fingers, causing a burst of energy around himself. Being among the faster moves on Sephiroth's moveset, this is one of his most important moves as it fulfills a number of roles. Firstly, its speed and range compared to his other [[out of shield]] options such as up smash and [[shield grab]] greatly aids him with relieving pressure to his shield. Its low landing [[lag]] makes it both quite safe to use on opponents shields and a potent move for setting up combos; notably, comboing into moves like itself, forward aerial and back aerial, the former working at very low percentages and the latter two for a surprisingly long time, typically until the opponent reaches high [[damage]]. Although these combos can be effected by the opponents weight and their [[directional influence]], some of these combos are especially dangerous near the ledge, with neutral aerial to back aerial serving as a simple yet effective kill confirm, being able to kill as early as 40% depending on the aforementioned factors.
Sephiroth snaps his fingers, causing a burst of dark energy around himself. Being among the faster moves on Sephiroth's moveset, this is one of his most important moves as it fulfills a number of roles. Firstly, its range all around him and its relative speed compared to his other [[out of shield]] options such as up smash and [[shield grab]] makes it one of his only viable offensive options against shield pressure. Its low landing [[lag]] makes it both quite safe to use on opponents shields and a potent move for setting up combos; notably, it combos into itself, forward aerial and back aerial, with the former working at very low percentages and the latter two for a surprisingly long time, typically until the opponent reaches high [[damage]]. Its confirm into back aerial is especially dangerous near the ledge, being able to kill as early as 40% depending on the opponent’s weight and [[directional influence]].


A few noteworthy drawbacks to this move are its start-up, hitbox length and short range compared to other moves on Sephiroth's moveset. While the hitbox consists of a large circle covering Sephiroth's character model, it only lasts for 2 frames and due to its frequent use in Sephiroth's neutral, it runs the risk of staling very quickly, causing it to become less safe on shield. Furthermore while it is his fastest option out of shield, it is still frame 12 when buffered out of a [[short hop]], limiting its use as an immediate counterattack after blocking an opponents move.
A few noteworthy drawbacks to this move are its start-up and lower disjoint compared to other moves on Sephiroth's moveset. While the hitbox consists of a large circle covering Sephiroth's character model, it only lasts for 2 frames, and due to its frequent use in Sephiroth's neutral, it runs a higher risk of staling if overused, causing it to become slightly less safe on shield. Furthermore, while it is his fastest option out of shield, it is still frame 12 when buffered out of a [[short hop]], limiting its use as an immediate counterattack after blocking an opponents move.


==Hitboxes==
==Hitboxes==

Revision as of 16:21, August 8, 2024

Hitbox visualization showing Sephiroth's neutral aerial.
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Overview

Sephiroth snaps his fingers, causing a burst of dark energy around himself. Being among the faster moves on Sephiroth's moveset, this is one of his most important moves as it fulfills a number of roles. Firstly, its range all around him and its relative speed compared to his other out of shield options such as up smash and shield grab makes it one of his only viable offensive options against shield pressure. Its low landing lag makes it both quite safe to use on opponents shields and a potent move for setting up combos; notably, it combos into itself, forward aerial and back aerial, with the former working at very low percentages and the latter two for a surprisingly long time, typically until the opponent reaches high damage. Its confirm into back aerial is especially dangerous near the ledge, being able to kill as early as 40% depending on the opponent’s weight and directional influence.

A few noteworthy drawbacks to this move are its start-up and lower disjoint compared to other moves on Sephiroth's moveset. While the hitbox consists of a large circle covering Sephiroth's character model, it only lasts for 2 frames, and due to its frequent use in Sephiroth's neutral, it runs a higher risk of staling if overused, causing it to become slightly less safe on shield. Furthermore, while it is his fastest option out of shield, it is still frame 12 when buffered out of a short hop, limiting its use as an immediate counterattack after blocking an opponents move.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 8.5% 0 AngleIcon60.png Standard 64 72 0 HitboxTableIcon(False).png 12.5 top 0.0 10.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Magic (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Attack

Initial autocancel 1
Hitboxes 9-10
Ending autocancel 30-
Interruptible 34
Animation length 57
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Interruptible 10
Animation length 36
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible